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Posted

Yeah, I don't know what happened to his HS ;[

the 6k nerf, I actually don't think it was a nerf so much as it's just back to shitty reload version, it's probably a level 1 move too ( haven't looked at the frames). I'm pretty sure that move changed in every version of GG. 

 

I'm not sure, kensou, but i think air leaf grab can actually hit people in the air too? I hella don't know. 

 

As for the good?

 

22p i love that teleport. 

 

j2k knocking down is pretty cool, i don't think it did that before? I stopped playing chipp after slash so I don't really remember. 

YRC air throwwwwwwwww, I don't really use it because I forget he can do it, but it's pretty hype knowing you can do cool things from an air throw. 

air kunai super is pretty cool, it's pretty neat for the ground bounce into mash more super goodness. 

 

 

To me, he feels pretty good and while the HS and 6k nerf are there, I never really found myself hard pressed for needing to use those buttons anyways. 2s and s more or less feel the same though, I can't remember if 2s was jcable or not haha. 

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Posted

Right, I mean I understand the applications for both wall leaf throw's but they aren't AS useful I should've said. 

 

By no means do I feel Chipp is bad at all. I just think that a few of those changes would get him where he's even deadlier. Just not so brain dead like.

Posted

so what are his match ups vs s tier like? 5-5 better or worse? i usually see him do good vs a lot of character other then zato...

Posted

IMO....Feel free to challenge my opinion...

 

Chipp vs Millia = 6-4

Chipp vs Zato = 5-5

Chipp vs Faust = 5.5-4.5

Chipp vs Ramlethal = 6-4

Chipp vs Elphelt = 4-6

Posted

From everything I've gathered on Elphelt is she fights at a range that is ideal for Chipp to be in 5s/2s range, but her normals and kit just lead to far better results for her (she gets a knock down from max range while Chipp is going to get some girly rekka damage.  Chipp is forced to either fight in a range he can't really keep up in.  As much as I would prefer to just run around for 99 seconds and run the clock out, the fact she can put the mine thing on the screen really kinda... makes movement that much more restricted. The match up, to me, has this claustrophobic feel to it and makes it hard to play the way you would want to play Chipp in.

 

I have a pretty  bad track record versus JP Millias, they just seem to run around in the air and hit buttons and I'll get clipped and then lose the match to impending mixups. 

Posted

Mind elaborating your thoughts on the Millia and Elphelt MUs ?

 

Historically Chipp has won the Millia matchup. Reasons being are as follows-

  • Millia can't really contest Chipp buttons making footsies out of her favor, save for her j.K which is really amazing but even Chipp can challenge it pretty handily in various ways
  • The speed differences are pretty huge so its makes it difficult for Millia to even catch Chipp to begin with (Triple Jump/Air & Ground Alpha Blade/Fast & Slow Shruiken jump and iad trajectories/Simply RUNNING grounded)
  • The general dmg output is more so in Chipp favor, UNTIL she gets so sort of knockdown
  • Her okizeme MUST BE TIMED DIFFERENTLY due to Chipp's wake up timing being the longest still in the game
  • She CANNOT CONTEST j.D WHATSOEVER. This is pretty huge as her 6P gets rocked pretty hard even more so in this game
  • Chipp's ability to screen hug her Pin is pretty easy. Granted, EVERY CHARACTER IN THE GAME CAN DO THIS. But I feel historically Chipp does it really easily and that makes her approach THAT MUCH MORE linear when she can no longer attempt to throw Pin to close the gaps or bait out a Chipp 6P
  • When you knock her down your okizem stays consistent against her and every hit adds up quickly if they cannot defend well. More so in this game where the corner is simply disaster for her when the ONLY reversal is Winger.
  • Just to further the above, her reversals are Dead Angle and Winger which both can be baited much like anything in the game 

Now this isn't to say she cannot win by any means of the stretch. However, these factors above are HUGE in the overall picture when you view the match up dynamics. In essence, she can do what she does to everyone, KD > Okizeme till death. She's just forced to read even harder on Chipp's wake up. The simply means Chipp can challenge the okizeme more than most characters in the game due to the late wake up. As Chipp players I encourage you to practice vs her okizeme and you'll see her meaty timings can be challenged. 

 

 

And my favorite topic...Elphelt...Whew buddy this chica right here...where do I begin...

  • 2S..this move is Jam's 2S with the range of Chipp's sweep, causes stagger and leads to either A) GREAT DAMAGE or B) A GREAT DAMAGING MIXUP. Chipp CANNOT challenge this button by ANY MEANS of the stretch when being on the outside. 6P/c.5S/2D/5K will lose consistently if you're not close enough to stuff it. In otherwords when you start up Resshou pressure if Resshou is IB'd you HAVE to retreat. You can contest her f.5S with 6P however that's an EXTREME read knowing that you can practically die for attempting the challenge. Beats Banzai kick and 6K on reaction...So yeah...back up and steer clear of this move.
  • Grenade is a nightmare, but we all know that. But she can take silly risks on purpose and bait you into punishing and you take the bait and you die for it because the grenade explodes. Example would be a disguised bad grenade toss > she jumps for an obvious plz anti air me with DP (because 6P is HORRIBLE in this matchup) and you do > you clean hit her with DP > you fall into grenade explosion and get counter hit into damage...yep. Its pretty not cool...
  • The damage output isn't in your favor and she can crank guard pretty easily by sneaking in a 2HS in her strings. The build up on that move is actually pretty insane if you ask me and I sure hope that gets addressed in the future loke tests.
  • Unblockables on Chipp are pretty easy. I've gone through EXTENSIVE training dealing with the escapes and what not but I feel they're just simply too easy to execute on Chipp. This means the second you're cornered and get hit by either Shotgun Stance command grab or just simply get hit any other way, chances are you've potentially lost the rest of the round. The escapes, no matter how much you learn the timing, player error comes into play which all the timings you learned are through the door. Should you happen to escape, you've simply shown them you know and they just delay the unblockable shot on you and can convert regardless pending the meter. OR YRC and sneak in a command grab just to put you on edge. Yeah, fun times~

The neutral game basically isn't in your favor against this character. Now, sure...on one hand if you corner her you can oki her to death right? The bad part is she can do it with a higher percentage than Chipp consistently. I can post more in detail but I'd end up writing a dissertation on why she needs immediate fixing. Keep in mind I stated FIXING not simply nerfs. Every character should function properly and I just feel she functions too well currently so a a revisit is in order from ASW.

Posted

I want to try and get into this game finally, and was considering Chipp as a main.

 

1. Is he hard?

2. Is he okay on pad? I've gotten a few decent combos out in training but online is gonna be different.

3. How does his neutral work?

Posted

I want to try and get into this game finally, and was considering Chipp as a main.

1. Is he hard?

2. Is he okay on pad? I've gotten a few decent combos out in training but online is gonna be different.

3. How does his neutral work?

1.) Chipp the character is not hard, but playing chipp is difficult because one mistake could be the game.

2.) his combos are not that hard but I play on a dualshock 3

3.) Sorry not good enough to elaborate but somewhere in this forum AtTheGates talked about his neutral

Posted

If you could find that neutral post I'd also appreciate it.

EDIT: Found it http://www.dustloop.com/forums/index.php?/topic/8276-xrd-chipp-zanuff-gameplay-discussion/?p=887445

How do I get people to respect Chipp?  I feel like they can just push buttons in blockstun gaps and gamble on random hits because 1) random hits do enough damage that it's an actual threat to chipp even if they don't follow up 2) It's hard to convert awkward hits into real damage with chipp

Posted

You make people respect chipp by counter hitting them.

 

also Awkward hits usually lead to dropped combos if you try and convert, it's safer to turn awkward hits into setups to get a clean hit or throw.

Posted

I'm having trouble figuring out what to do after knockdowns with chipp. Like I know he has a lot of options after a knock down but what are some of his basic/ better ones? Also is his j.H thow punishible on block? Because I noticed I get thrown a lot after 22.s to j.H to start pressure. Is it just online or is that actually not a good thing to do?

Posted
 

How do I get people to respect Chipp?  I feel like they can just push buttons in blockstun gaps and gamble on random hits because 1) random hits do enough damage that it's an actual threat to chipp even if they don't follow up 2) It's hard to convert awkward hits into real damage with chipp

 

frame traps:

  • 236s, minimal delay 236S (counter hit) > link 2D > 236S or 623HS, continue combo (usually a gray combo these days, very useful anyway)
  • close slash, pause, close slash...
  • close slash, pause, 2K > S....
  • chain into 2D,236S, pause, far slash > anything (for example, another 236S)
  • when they get used to 2D > 236s, use 2D > 22P teleport > 2D (counter hit) > ...

 

 

I'm having trouble figuring out what to do after knockdowns with chipp. Like I know he has a lot of options after a knock down but what are some of his basic/ better ones? 

FDC drop, see first post (stuff you should know)

 

Also is his j.H thow punishible on block? Because I noticed I get thrown a lot after 22.s to j.H to start pressure. Is it just online or is that actually not a good thing to do?

the higher you connect the j.HS, the earlier your opponent will recover, like with all other jump-ins. Adjust your timing and delay it a little. A later j.HS however means they will have more time to anti-air you.

Posted

If you could find that neutral post I'd also appreciate it.

EDIT: Found it http://www.dustloop.com/forums/index.php?/topic/8276-xrd-chipp-zanuff-gameplay-discussion/?p=887445

How do I get people to respect Chipp?  I feel like they can just push buttons in blockstun gaps and gamble on random hits because 1) random hits do enough damage that it's an actual threat to chipp even if they don't follow up 2) It's hard to convert awkward hits into real damage with chipp

I'll elaborate a few more points that AtTheGates already mentioned-

  • The frame traps listed above. Be creative and make up a few more of your own. Chipp has PLENTY.
  • Find Me is an INSTANT respect tool but the trick to it is YOU knowing how to utilize it and WHEN to activate it. People get scared the second they hear/see Find Me and they tend to panic twice as hard. This means you've opened them up by proxy and its up to you to punish them according to their mistakes.
  • Keep in mind that Chipp makes people feel uneasy by proxy due to his speed and buttons. Chipp gets counter hits pretty easily once you understand what to do in each match up. Sure he has a general flow chart but you have to adjust as you go.
  • Sneak in some 6k after c.5s and 2hs gatlings and of course raw ones during delay strings. It's minimal damage but it puts people on edge after taking 5 in a row.
  • The P teleport spam is great with Find Me and even without because your teleports are unreadable at that point. Of course it looks like trolling but its a viable tactic for 3 reasons; 1) unreadable, 2) slight meter gain and 3) you avoid negative penalty. That'a win on all fronts so use it, its definitely not a troll tactic.
  • K teleport > YRC demands respect! People can't whiff freely if you have 25 Tension at all and you're paying attention. This is pretty huge in the "Eff you Chipp player! I'm just gonna hit buttons and you're going to run into them and die!!" You'll notice them hit buttons significantly less after getting punished by this when you get it down.

All in all Chipp has more than enough respect tools on all fronts, infact one could say his whole tool set is based around that respect. Again its up to the pilot to command respect.

 

 

I want to try and get into this game finally, and was considering Chipp as a main.

 

1. Is he hard?

2. Is he okay on pad? I've gotten a few decent combos out in training but online is gonna be different.

3. How does his neutral work?

 

1. Chipp isn't hard in essence to play. It's consistency in using all your tools and options is the hard part.

 

2. Your tool of choice doesn't effect your character's usage. It's up to you as the player to execute when its time be it online or offline. Training mode and input checks are your best friend. =]

 

3. Simply put, Chipp is a neutral killer or disruptor if you will. Your goal is to make your enemy feel uncomfortable doing their neutral with all your movement and punishment options, thus makes it Chipp's neutral. That's the cliff notes version, feel free to scour the forums for more info on Chipp neutral.

 

On the notion of awkward stray hits, you can learn to convert them. Yes you could do a make shift setup for it if you miss as there's nothing wrong with that. But, you're more often than not going to want to convert into damage or a knockdown if the conversions after the initial hit allows it. Make it count each time because you don't always get those opportunities in clutch situations where you NEED that conversion.

 

Also I went ahead and added the Zato-1 section to the matchups main thread. I'll add points there hopefully soon enough and I'm sure others will too.

Posted

a lot of stuff, too much to list all of it for now, but here are some very basic pointers:

 

- use dash, FD brake a lot. you can bait whiff normals with it or fake out your dash-ins -> punish afterwards or dash again to close the gap or take it to the air from there

- use running jump from far away, then simply airdash back to make them nervous / catious / impatient. as an alternative, use running jump, then FDC, and while you drop decide what you want to do (airdash back, double jump, airdash foward etc)

- abuse 22K YRC > if they jump airgrab, if they stand, dash up, start pressure (throw them if they are afraid)

- use 22H against opponents that can't easily option select anti air it and you are confident they don't have time  / will not react in time to air throw you. "option select" anti air simply means stuff like crouching anti airs or anti airs that do not need a directional input, such as axl's 2S or venom's close S can be problematic because they do not have to react to the side you appear on)

- use invisibilty whenever you feel the need to / whenever you can

- be patient. this doesn't mean that you should always let your opponent come to you, since our 6P has been nerfed so hard, but just try and pick the spots when you attack carefully.

- j.HS is your jump-in of choice, mostly out of a running jump as a crossup, after several jumps or after an air dash that is not a "simple" instant air dash and therefore predictable. use j.HS except if you expect them to anti-air you or airgrab you early, in which case you need to use a risky, early j.D.

- a risky but useful way to close the gap is instant airdash > j.K,K,S,HS(2), land > continue combo or pressure. it's risky because you simply land if your first j.K whiffs, and it will only connect on standing opponents.

- wall cling -> wait can be a viable option when you are cornered, simply because you have a variety of options and opponents very often like to jump to reach you, in which case you have time to escape with 9-jump, 6- jump or do whatever.

 

Is running in with 6p an ok thing to do? to try and counter poke?

Posted

yes, run in 6P is legit, but now in xrd it is also dangerous as hell - if the 6P whiffs, you are wide open. i would suggest you option select YRC in case it whiffs, then chain into 6HS.

Posted

I'm relatively new to GG myself, but I believe (and someone correct me if I am wrong) you want to look at the attack level of the move. Hitstun I believe is determined by the attacks atk level. for example, first rekka (Resshou) on standing hit will have 14 frames of hitstun due to it being attack level 2.

With math added to that, the move has 10 frames of recovery so a 4 frame window to combo with a normal.

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